Changes between Version 6 and Version 7 of ArtDesignDocument


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Timestamp:
Jan 7, 2009, 3:12:04 AM (15 years ago)
Author:
Jason
Comment:

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  • ArtDesignDocument

    v6 v7  
    294294Scale is defined as thus:  Height of a Man ≈ 2 meters = 4 generic units in 3ds Max = 1 square tile width in Pyrogenesis.
    295295
    296 '''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image005.gif''')]]'''
     296'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image005.gif)]]'''
    297297
    298298Structure footprint scale (in tiles) is as follows:
     
    352352The first thing we want to do is get everything orientated in one common location. The reason being is that each prop is anchored by a prop point. When we export the prop object, its orientation is based off its local axis. So, the idea is - we need the prop objects pre-positioned to ensure proper alignment in the game.
    353353
    354 ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]]   the props:[[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image011.gif)]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image012.gif)]]'''[[BR]]||'''Step 2 - Pivot   Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]]   next should move our object to the centre of the 3dsmax world. In order to do   that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image013.gif)]]'''[[BR]][[BR]][[BR]]Click   on the hierarchy tab, then click the pivot button, then the "Affect   Pivot Only" button.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image014.gif)]]'''[[BR]][[BR]][[BR]]Centre   your pivot (X,Y) to the centre of your structure (or where you want it to be   anchored in the game).[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image015.gif)]]'''[[BR]][[BR]][[BR]]The Z   is a bit different; we want to position this to the bottom of the structure.   If we put it in the middle, then your structure would be 'buried' halfway in   the game's terrain. Not good.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image016.gif)]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the   'Affect Pivot Only' button.||
    355 
    356 ||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world.   You can do this by just inputting zeros in the world coordinates at the   bottom of the screen.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image017.gif)]]'''[[BR]][[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image018.gif)]]'''[[BR]][[BR]]The   next step is to separate the props again from the object. So first we select   all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image019.gif)]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image020.gif)]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the   structure too.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image021.gif)]]'''[[BR]][[BR]]||'''Step 4 - Setting   the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need   to create one.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image022.gif)]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]]   then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image023.gif)]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place   a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image024.gif)]]'''[[BR]]||
    357 
    358 ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]]   structure.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image025.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image026.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image027.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop   point included! Repeat the same export for the prop point.||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]]   xml code.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image028.gif)]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will   appear in Atlas). We are also pointing to the newly created *.pmd file. We   call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed   to go there.[[BR]][[BR]] [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image029.gi')]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up'   by the code above). We are also pointing to the newly created PMD file. We   call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but   for the beginner, this is a good way to start. You will find yourself   refining your procedures with experience.||
     354||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]]   the props:[[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image011.gif)]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image012.gif)]]'''||'''Step 2 - Pivot   Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]]   next should move our object to the centre of the 3dsmax world. In order to do   that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image013.gif)]]'''[[BR]][[BR]][[BR]]Click   on the hierarchy tab, then click the pivot button, then the "Affect   Pivot Only" button.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image014.gif)]]'''[[BR]][[BR]][[BR]]Centre   your pivot (X,Y) to the centre of your structure (or where you want it to be   anchored in the game).[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image015.gif)]]'''[[BR]][[BR]][[BR]]The Z   is a bit different; we want to position this to the bottom of the structure.   If we put it in the middle, then your structure would be 'buried' halfway in   the game's terrain. Not good.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image016.gif)]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the   'Affect Pivot Only' button.||
     355
     356||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world.   You can do this by just inputting zeros in the world coordinates at the   bottom of the screen.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image017.gif)]]'''[[BR]][[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image018.gif)]]'''[[BR]][[BR]]The   next step is to separate the props again from the object. So first we select   all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image019.gif)]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image020.gif)]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the   structure too.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image021.gif)]]'''[[BR]]||'''Step 4 - Setting   the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need   to create one.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image022.gif)]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]]   then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image023.gif)]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place   a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image024.gif)]]'''||
     357
     358||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]]   structure.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image025.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image026.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image027.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop   point included! Repeat the same export for the prop point.||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]]   xml code.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image028.gif)]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will   appear in Atlas). We are also pointing to the newly created *.pmd file. We   call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed   to go there.[[BR]][[BR]] [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image029.gif)]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up'   by the code above). We are also pointing to the newly created PMD file. We   call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but   for the beginner, this is a good way to start. You will find yourself   refining your procedures with experience.||
    359359
    360360'''[[BR]] [ Skins and Textures]'''
     
    470470 * sample      boots
    471471 * sample      belt
     472
    472473 * sample      shirt
    473474 * sample      pants
     
    680681'''__[ Section 1: Creating Your Account]__''''''____''''''''
    681682
    682 Request an account from '''Jason Bishop''' (Wijitmaker) or''' '''he will have already created one for you and has sent that information to you. You will also be given a User Name (typically the school you represent followed by your first initial and your last name.  Example: wfg_jbishop). This will be used as your personal login to access the SVN repositories.
     683Request an account from '''Erik''' (feneur) or''' '''he will have already created one for you and has sent that information to you. You will also be given a User Name (typically the group or school you represent followed by your first initial and your last name.  Example: wfg_jbishop). This will be used as your personal login to access the SVN repositories.
    683684
    684685'''__Section 2: Getting and Installing TortoiseSVN__'''
     
    690691Now we need to point you to the correct SVN URL and checkout the current SVN source tree onto your harddrive. The current SVN trunk url is:
    691692
    692 __[http://svn.wildfiregames.com/svn/art/trunk http://svn.wildfiregames.com/svn/art/trunk]__
    693 
    694 ''I also suggest creating a unique directory. I use the directory C:\0adart, but feel free to use whatever directory you see fit.''
     693[http://svn.wildfiregames.com/svn/ps/trunk http://svn.wildfiregames.com/svn/ps/trunk/binaries/]
     694
     695''I also suggest creating a unique directory. I use the directory C:\0ad, but feel free to use whatever directory you see fit.''
    695696
    696697''The directory you check the game out to should ideally have no spaces in its path. For example, C:\My Documents\0AD may cause problems.''
     
    702703'''2''' Right click to bring up the context menu. Select 'Checkout...' in the SVN section of the menu:
    703704
     705'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image049.jpg)]]'''
     706
    704707'''3''' In the 'Url of repository' field enter the URL above. Leave all other fields at their defaults (note that the image below uses the incorrect URL – '''USE URL AS DIRECTED ABOVE'''):
    705708
     709'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image050.jpg)]]'''
     710
    706711'''4''' After pressing OK, a dialog referring to caching the CVS server's host key could come up. Accept that key if it does.
    707712
     
    710715Once your password has been successfully entered, you should see the repository beginning to download:
    711716
     717'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image051.jpg)]]'''
     718
    712719Note: This will take a while. That's perfectly normal. You're checking out over a hundred megabytes of stuff. Leave it to get on with it, and go do something else for a while.  If it errors, give it a moment and repeat the checkout steps.
    713720
     
    722729'''2''' Right click to bring up the context menu. In the SVN section of the menu, select 'Update...':
    723730
     731'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image052.jpg)]]'''
     732
    724733'''3''' You should immediately see a status dialog detailing what SVN is updating:
    725734
     735'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image053.jpg)]]'''
     736
    726737The next two sections describe how to add to or change the repository contents, and are only available to accounts with write access (artists and programmers).
    727738
     
    734745'''2''' Right click to bring up the context menu. Select 'Commit...' in the SVN area of the menu:
    735746
     747'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image054.jpg)]]'''
     748
    736749'''3''' Enter appropriate comments about the changes in the 'Enter Log Message' dialog:
    737750
     751'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image055.jpg)]]'''
     752
    738753'''4''' Press 'OK'. The commit should begin and you should see the following status dialog:
    739754
     755'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image056.jpg)]]'''
     756
    740757'''__Section 6: Adding files to the repository__'''
    741758
     
    746763'''2''' Right click to bring up the context menu. Under the 'TortoiseSVN' sub-menu, select the 'Add...' option:
    747764
     765'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image057.jpg)]]'''
     766
    748767'''3''' Confirm which files you want to add to the repository:
    749768
     769'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image058.jpg)]]'''
     770
    750771'''4''' Press 'OK'. You will see a status dialog detailing what was added to the SVN repository:
    751772
     773'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image059.jpg)]]'''
     774
    752775'''NOTE:''' To finalize the addition of files to the SVN repository you must '''commit''' the files you added! Follow the section on committing files above to see how that is done.
    753776
     
    760783'''2''' Right click to bring up the context menu. Under the 'TortoiseSVN' sub-menu, select the 'Get Lock...' option:
    761784
     785'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image060.jpg)]]'''
     786
    762787'''3''' Enter appropriate comments about the changes in the 'Enter a message desribing why you lock the file(s)' dialog:
    763788
     789'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image061.jpg)]]'''
     790
    764791'''4''' Press 'OK'. SVN will proceed to lock the file(s) as specified.   To reverse the process, use the SVN dialog to ‘Release
    765792
     
    768795DATA
    769796
    770   ╚MODS
    771 
    772   ╚OFFICIAL
    773 
    774   ╚ART
    775 
    776   ╠'''ACTORS'''
    777 
    778   ║ ╠FAUNA
    779 
    780   ║ ╠FLORA
    781 
    782   ║ ╠GEOLOGY
    783 
    784   ║ ╠PROPS
    785 
    786   ║ ║ ╠FAUNA
    787 
    788   ║ ║ ╠FLORA
    789 
    790   ║ ║ ╠GEOLOGY
    791 
    792   ║ ║ ╠STRUCTURES
    793 
    794   ║ ║ ╠TEMP
    795 
    796   ║ ║ ╚UNITS
    797 
    798   ║ ╠STRUCTURES
    799 
    800   ║ ╠TEMP
    801 
    802   ║ ╚UNITS
    803 
    804   ╠'''ANIMATION'''
    805 
    806   ║ ╠BIPED
    807 
    808   ║ ╠GAIA
    809 
    810   ║ ╠MECHANICAL
    811 
    812   ║ ╠QUADRAPED
    813 
    814   ║ ╚SIMPLE
    815 
    816   ╠'''MATERIALS'''
    817 
    818   ╠'''MESHES'''
    819 
    820   ║ ╠GAIA
    821 
    822   ║ ╠PROPS
    823 
    824   ║ ╠SKELETAL
    825 
    826   ║ ╠STRUCTURAL
    827 
    828   ║ ╠TEMP
    829 
    830   ║ ╚TEST
    831 
    832   ╠'''SKELETONS'''
    833 
    834   ╚'''TEXTURES'''
    835 
    836   ╠ANIMATED
    837 
    838   ╠CURSORS
    839 
    840   ╠PARTICLES
    841 
    842   ╠SKIES
    843 
    844   ╠SKINS
    845 
    846   ║ ╠GAIA
    847 
    848   ║ ╠PROPS
    849 
    850   ║ ╠SKELETAL
    851 
    852   ║ ╠STRUCTURAL
    853 
    854   ║ ╠TEMP
    855 
    856   ║ ╚TEST
    857 
    858   ╠TERRAIN
    859 
    860   ║ ╠ALPHAMAPS
    861 
    862   ║ ╚TYPES
    863 
    864   ╚UI
     797  ╚MODS
     798
     799     ╚OFFICIAL
     800
     801       ╚ART
     802
     803          ╠'''ACTORS'''
     804
     805          ║ ╠FAUNA
     806
     807          ║ ╠FLORA
     808
     809          ║ ╠GEOLOGY
     810
     811          ║ ╠PROPS
     812
     813          ║ ║ ╠FAUNA
     814
     815          ║ ║ ╠FLORA
     816
     817          ║ ║ ╠GEOLOGY
     818
     819          ║ ║ ╠STRUCTURES
     820
     821          ║ ║ ╠TEMP
     822
     823          ║ ║ ╚UNITS
     824
     825          ║ ╠STRUCTURES
     826
     827          ║ ╠TEMP
     828
     829          ║ ╚UNITS
     830
     831          ╠'''ANIMATION'''
     832
     833          ║ ╠BIPED
     834
     835          ║ ╠GAIA
     836
     837          ║ ╠MECHANICAL
     838
     839          ║ ╠QUADRAPED
     840
     841          ║ ╚SIMPLE
     842
     843          ╠'''MATERIALS'''
     844
     845          ╠'''MESHES'''
     846
     847          ║ ╠GAIA
     848
     849          ║ ╠PROPS
     850
     851          ║ ╠SKELETAL
     852
     853          ║ ╠STRUCTURAL
     854
     855          ║ ╠TEMP
     856
     857          ║ ╚TEST
     858
     859          ╠'''SKELETONS'''
     860
     861          ╚'''TEXTURES'''
     862
     863            ╠ANIMATED
     864
     865            ╠CURSORS
     866
     867            ╠PARTICLES
     868
     869            ╠SKIES
     870
     871            ╠SKINS
     872
     873            ║ ╠GAIA
     874
     875            ║ ╠PROPS
     876
     877            ║ ╠SKELETAL
     878
     879            ║ ╠STRUCTURAL
     880
     881            ║ ╠TEMP
     882
     883            ║ ╚TEST
     884
     885            ╠TERRAIN
     886
     887            ║ ╠ALPHAMAPS
     888
     889            ║ ╚TYPES
     890
     891            ╚UI
     892
    865893
    866894= [ Appendix A] =